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  • This section is for honest critique of the work shown here. Members are encouraged to give and accept non-confrontational constructive criticism as well as adoring praise and everything in between.
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 Post subject: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Thu Jul 26, 2012 11:27 pm 
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Joined: Tue Jun 26, 2007 10:19 am
So there was discussion during SDCC about the new GL 3 3/4 figs and I expressed my disappointment (and relief at not having to spend $$$) at how small they were compared to MU-sized figures.

Well, I broke down and took a chance on a loose Kilowog that I snagged from China for under $20 shipped. Even if he ended up sucking, I wouldn't be out that much - but I had faith.


Got him in the mail today. The factory fig is a bit of a disappointment, but that was expected - his upper body is awesome - with a near-perfect sculpt. But the legs look really dumb:

Image

SIze-wise, he fits in well enough with the DCIH stuff if you're into that (which I am not.) - But even if his size is compatible with the Mattel stuff, the differences in the sculpt quality is glaring. And, of course, he's too short as-is to fit in with my custom GLs (based on MU figs.) So I went to work, and I'm pretty pleased with the results:

Image

Used MU Colossus lower legs. That's it. Just a simple lower leg swap after dipping the two figures in hot water. Add paint: done. No extensive mods, nothing. The Colossus legs even helped mask how crappy his factory knees looked.

So he's much more svelte than other versions (including my previous custom - which looks like dog "LASER BLAST" now in comparison), but I really like how he looks. And height-wise, he's damn near perfect for my purposes.

Image

So here's the GL customs I've made in the past week or so (also churned out a Stel the other day by repainting a Titanium Man.)

Image

Oh - and there's this guy (no, not the Elephant):

Image

Big thanks to Rodimus VTS for his awesome Saint Walker head. Razer's still on the workbench - needs some mods to his armor before he's complete. And I've got an assload of other Rainbow Lanterns on the pile. As for Brother Warth - yes, I know that in the comics he's only around 6' tall - but he's a FRIGGIN' ELEPHANT - so I can deal with a scale difference in this case ;-)


Here's the Poozer WIP -- again, super-simple mod:

Image



Finally, speaking of SDCC - I got my Masters of Evil set in the mail a few days ago, and started adding to the team.

Image

I found a Guardsman at a Tuesday Morning for $3 the other day and whipped up a quick Beetle, borrowing from PYD's cool-ass version. Just added some wings to mine. Then I knocked out a pain-in-the-ass-to-make version of Whirlwind, sculpting the head from scratch until I found out that he doesn't look like that in the comics anymore :rant:

Whole figure is a IM Comic Whiplash (sans head) with 1990s ToyBiz Whirlwind saw blades (removable) on his arms. Gonna go back and revisit him with a more modern look, I think.


Anyway, that's what I've got for now - comments and suggestions are always welcome. Thanks for checking!

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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Thu Jul 26, 2012 11:39 pm 
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The Sausage Party
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Joined: Tue Jun 26, 2007 10:19 am
Location: Gnash-Vegas
all of it poop... I mean poozers.

Great simple fix for him. I still like your original custom as well. ;)

I dig what you've done with the Masters of Evil. You need to do a Paste-Pot- Texy.. I mean Pete.

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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Thu Jul 26, 2012 11:47 pm 
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Joined: Tue Jun 26, 2007 10:19 am
Location: IL
Chief wrote:
Then I knocked out a pain-in-the-ass-to-make version of Whirlwind, sculpting the head from scratch until I found out that he doesn't look like that in the comics anymore :rant:

Whole figure is a IM Comic Whiplash (sans head) with 1990s ToyBiz Whirlwind saw blades (removable) on his arms. Gonna go back and revisit him with a more modern look, I think.


Anyway, that's what I've got for now - comments and suggestions are always welcome. Thanks for checking!


NOOOOooo!!! I like comic Whirlwind!!! Yours is awesome! :-D


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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Fri Jul 27, 2012 2:32 am 
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Thomas from Missourri

Joined: Tue Jun 26, 2007 10:19 am
Nice legs!

On your Kilowog, too.

That's an awesome, simple fix. I'd been puzzling over what I might do with mine for days and this just makes way too much sense.

Your Masters are looking very cool as well. Beetle's been on my to-do list for a while, but I may just have to try that Whirlwind idea, too.


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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Fri Jul 27, 2012 5:00 am 
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ARAHddict
ARAHddict

Joined: Tue Jun 26, 2007 10:19 am
Location: The Netherlands
Brother Warth stands out for me. Where did you get his head?
The Masters of Evil rock too.


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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Fri Jul 27, 2012 7:10 am 
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Joined: Thu Oct 23, 2008 1:49 pm
Location: Greenfield, WI
Nice work all the way around! I too picked up the DC set with the slim hope the scale might not be as bad as I read, but unlike you I just tossed them in the fodder bags. Great height conversion on yours! I was at least hoping I would be able to use the heads on the normal sized guys from this line, but way too small. Atrocitus will probably be one that I will convert.

Warth, Stel and Whirlwind all rock!

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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Fri Jul 27, 2012 7:35 am 
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Joined: Tue Jun 26, 2007 10:19 am
Thanks guys!


Warth is actually a DC-Direct unmodded factory figure. Just put him in there because he's a Blue Lantern and SW needed a buddy ;-) He lacks knee/ankle articulation, though - which I may try to fix sometime later.


If they actually end up producing the GL figs and making them reasonably priced and readily available, I might snag a few of the aliens for similar mods (if required). I figure the humans are a lost cause, but Agent Orange, Tomar, Atrocitous, etc - might be worth the effort, since the sculpts are all so great.

Although, I haven't seen a Kyle up close - I wonder if a leg swap would work on him, or if his torso is too short?

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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Fri Jul 27, 2012 8:51 am 
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Hairy Llama
Hairy Llama

Joined: Tue Jun 26, 2007 10:19 am
Location: Shreveport, La.
Works perfect. The version Mattel of course had to come out wrong ... I'll refrain from going on a rant, haha! But that fix does bring out the figure. Something that simple, and really that seems to always be the issue with Mattel. Legs. From the hip down they seem to always do something weird... I guess I went on a mini-rant...

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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Fri Jul 27, 2012 9:58 am 
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Joined: Tue Jun 26, 2007 10:19 am
Location: Oklahoma
A nice and simple fix to kilowog. It really improves the overall look of the figure. Will definitely have to do that to mine. I think the same can be done to Kyle to make him more inscale as well. His torso is just alittle smaller than the MU figure so with new arms and leg he should fit in.

Saint walker looks really good. Nice job on the paints. what paint did u use forthe blue?


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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Fri Jul 27, 2012 10:10 am 
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Joined: Tue Jun 26, 2007 10:19 am
Thanks!

Had to end up mixing the paint for Saint Walker, because the Tamiya metallic blue I've got is all gummy and sucky. So I mixed some Citadel Mithril Silver with some Citadel Regal Blue until I got a "close enough" match to the blue on Warth.

hi joemichaels


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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Fri Jul 27, 2012 10:11 am 
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Nice job, and probably a trend setter for that figure, I will suspect. Also wondering - how does that DCIH Hal head look on your custom Hal's body? Or did you use the Rogers head for an easy masked/unmasked swap?

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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Fri Jul 27, 2012 10:30 am 
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Joined: Tue Jun 26, 2007 10:19 am
I used the Rogers head mainly because it fits so well on that neckpost and had the haircut I was looking for. Guess I need to make an unmasked one now ;-)

Never considered using the DCIH head - even if it wasn't too small, it's too cartoony-looking for me. I'll do a quick swap-n-snap when I get home tonight, though and post a pic for reference.

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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Fri Jul 27, 2012 10:36 am 
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Plug
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Joined: Tue Jun 26, 2007 10:19 am
Location: Maryland
Kilowog looks much better. If he'd come out like this originally I might have tried to track down that set. Even with such an easy fix, I'm just not that motivated to make him.

I like the inclusion of Warth here. His scale actually fits really well. But being a big hunk of plastic I would add the articualtion for him. First he doesn't need it. Second, unless you used some type of ratcheted joint he would have falling down issues.

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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Fri Jul 27, 2012 11:18 am 

Joined: Tue Jun 26, 2007 10:19 am
Location: Nashville TN
Love your work on all of these. I was thinking that a smaller torso for Kyle might work if you considered him the young artist that he was originally. Keep up he stellar work.


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 Post subject: Re: hi spin doctor... (SDCC Kilowog fix) ;-)
PostPosted: Fri Jul 27, 2012 11:46 am 
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Thomas from Missourri

Joined: Tue Jun 26, 2007 10:19 am
crowncoke wrote:
Love your work on all of these. I was thinking that a smaller torso for Kyle might work if you considered him the young artist that he was originally. Keep up he stellar work.


I did a leg and lower arm swap on Kyle that put him about half-a-head shorter than my Hal and almost a full head shorter than my Batman. It brings him into the same basic scale as my MU-based DC figures, but he's late-adolescent or just small man sized.

Works for my purposes, as there are too many grown men human Green Lanterns running around for my taste anyway. I'll play him as Hal's sometimes sidekick/apprentice.

I'll post pics later in my DC thread.


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